I'll be sorry about my harshness in this post, but I'm truly conflicted about your mod. The idea of rebuilding Quake into DMC is nice, but why have you broken DMC's code in the first place, when it contains everything right regarding Quake's original behaviour (minus one radsuit bug and physics)?
Also, shame there's no online multiplayer support, Linux builds, and I'm not sure about copyrighted content regarding NIN. If KexQuake is required, why is this music included in the first place? And WHAT IS REQUIRED from KexQuake ?
About bugs :
- The background image in the main menu is not properly rendered ( LoadTGA: texture too large (480x360>256x256) )
- About lava, it looks like 40+++++DMG when waterlevel is the deepest is not correct at all (should be 30 instead). But why changing it when DMC had it right to begin with? Also, why is the FOV forced to 90? If you're rebuilding Quake into DMC, why breaking things that originally WORKED?
- "Find Servers" is visible (since there's no online server support yet).
- About Create Game, "Single-Player" shouldn't be the default gamemode but either "Deathmatch" or "Coop".
- Rotts and Grunts can be 1-shot with the shotgun, which ain't vanilla behaviour.
- Regardless of that, the grunt's hitbox is not even correct to begin with. Bigger bloodsplats happen on specific parts : DO THEY HAVE HEAD HITBOXES ?
- Why is the normal nailgun shooting on the right side only? Again, DMC behaviour broken.
- Going into a trigger_exit should be done like the intermission, not freezing the player into position. Half-Life's SDK had something for that, btw.
- Got a case when Ogres were teleporting in E1M2's road to YA for one frame before going back to their original position.
- Slopejumps do not work.
- "record" command disables all weapons I have unless I get ammo ("fullupdate" bug)
I'll look into it when things are getting better, but so far everything is wrong.
So, honest question: is the whole project AI-slopped? Because it truly feels like it.
